Axiom3D:手动创建ManualObject与Mesh,以及如何使用Cg着色器语言
在开始正文前,先说下Axiom3D里遇到的二个BUG.
1.在启动axiom生成的程序中,我发现输出里总是有一些如"billboard_type","billboard_origin"这些不能解析,我开始还在想是不是文件格式版本过期或是啥的,反正后面我查了下,发现这些是有对应解析类的,在对比对应的Ogre相应位置代码,发现ParticleSystemRenderer在Ogre中是多重继承,C#天生不支持,但是我发现ScriptableObject本身是从DisposableObject继承的,那么只需要把ParticleSystemRenderer 从DisposableObject 继承改为从ScriptableObject 继承,然后在BillboardParticleRenderer类中方法SetParameter 修改成如下:
- public override bool SetParameter(string attr, string val)
- {
- try
- {
- Properties[attr] = val;
- return true;
- }
- catch (Exception e)
- {
- LogManager.Instance.Write(e.Message);
- return false;
- }
- //if ( this.attribParsers.ContainsKey( attr ) )
- //{
- // var args = new object[2];
- // args[ 0 ] = val.Split( ' ' );
- // args[ 1 ] = this;
- // this.attribParsers[ attr ].Invoke( null, args );
- // //ParticleSystemRendererAttributeParser parser =
- // // (ParticleSystemRendererAttributeParser)attribParsers[attr];
- // //// call the parser method
- // //parser(val.Split(' '), this);
- // return true;
- //}
- //return false;
- }
BillboardParticleRenderer修改
具体修改意义我简单说下,原来的修改格式是针对内部特性方法的,但是BillboardParticleRenderer类里全是内部特性类的,从前面的继承修改加这段代码,就是为了让BillboardParticleRenderer能自己查找自己的特性类并找到对应的设置方法.
2.这个BUG和ManualObject有关,我在设置ManualObject时,发现一些奇怪的问题,设置的颜色不能用,当时还以为是材质,灯光这些,后面全排除后,找到ManualObject里的CopyTempVertexToBuffer方法,发现有处逻辑不对.如下修改:
- protected virtual void CopyTempVertexToBuffer()
- {
- this.tempVertexPending = false;
- var rop = this.currentSection.RenderOperation;
- if (rop.vertexData.vertexCount == && !this.currentUpdating)
- {
- // first vertex, autoorganise decl
- var oldDcl = rop.vertexData.vertexDeclaration;
- rop.vertexData.vertexDeclaration = oldDcl.GetAutoOrganizedDeclaration(false, false);
- HardwareBufferManager.Instance.DestroyVertexDeclaration(oldDcl);
- }
- ResizeTempVertexBufferIfNeeded(++rop.vertexData.vertexCount);
- var elemList = rop.vertexData.vertexDeclaration.Elements;
- #if !AXIOM_SAFE_ONLY
- unsafe
- #endif
- {
- // get base pointer
- var buf = BufferBase.Wrap(this.tempVertexBuffer);
- buf.Ptr = this.declSize * (rop.vertexData.vertexCount - );
- //var pFloat = buf.ToFloatPointer();
- //var pRGBA = buf.ToUIntPointer();
- foreach (var elem in elemList)
- {
- var offest = elem.Offset;
- buf.Ptr += offest;
- var pFloat = buf.ToFloatPointer();
- var pRGBA = buf.ToUIntPointer();
- var idx = ;
- RenderSystem rs;
- int dims;
- switch (elem.Semantic)
- {
- case VertexElementSemantic.Position:
- pFloat[idx++] = this.tempVertex.position.x;
- pFloat[idx++] = this.tempVertex.position.y;
- pFloat[idx] = this.tempVertex.position.z;
- break;
- case VertexElementSemantic.Normal:
- pFloat[idx++] = this.tempVertex.normal.x;
- pFloat[idx++] = this.tempVertex.normal.y;
- pFloat[idx] = this.tempVertex.normal.z;
- break;
- case VertexElementSemantic.TexCoords:
- dims = VertexElement.GetTypeCount(elem.Type);
- for (var t = ; t < dims; ++t)
- {
- pFloat[idx++] = this.tempVertex.texCoord[elem.Index][t];
- }
- break;
- case VertexElementSemantic.Diffuse:
- rs = Root.Instance.RenderSystem;
- if (rs != null)
- {
- pRGBA[idx] = (uint)rs.ConvertColor(this.tempVertex.color);
- }
- else
- {
- pRGBA[idx] = (uint)this.tempVertex.color.ToRGBA(); // pick one!
- }
- break;
- default:
- // nop ?
- break;
- }
- }
- }
- }
CopyTempVertexToBuffer
简单来说,和原来地形的高度生成错误比较类似,把字节个数直接当做索引来用,ManualObject里的元素都是4个字节,还有一个简单的方法,直接让indx=elem.offset/4应该也是对的,但是我认为这种修改方法不算太好,如采用现在的方法.
现在开始正文,从ManualObject来说,ManualObject是Ogre模仿了Opengl里立即绘制模式的一种写法,但是他和立即绘制模式本质是不同的,写法虽然是这样,但是他也是采用缓冲区的方法,意思来说,就是写法让习惯写立即模式的人爽,效率也是,当然ManualObject里的有些元素写法顺序规定的和OpenGL的不一样.先来看一段代码,这段代码是我从Ogre论坛里考过来的,把里面的C++写法改变下就行了,非常容易.
- public static ManualObject CreateTetrahedron(Vector3 position, Single scale)
- {
- ManualObject manObTetra = new ManualObject("Tetrahedron");
- manObTetra.CastShadows = false;
- // render just before overlays (so all objects behind the transparent tetrahedron are visible)
- manObTetra.RenderQueueGroup = RenderQueueGroupID.Overlay - ; // = 99
- Vector3[] c = new Vector3[]; // corners
- // calculate corners of tetrahedron (with point of origin in middle of volume)
- Single mbot = scale * 0.2f; // distance middle to bottom
- Single mtop = scale * 0.62f; // distance middle to top
- Single mf = scale * 0.289f; // distance middle to front
- Single mb = scale * 0.577f; // distance middle to back
- Single mlr = scale * 0.5f; // distance middle to left right
- // width / height / depth
- c[] = new Vector3(-mlr, -mbot, mf); // left bottom front
- c[] = new Vector3(mlr, -mbot, mf); // right bottom front
- c[] = new Vector3(, -mbot, -mb); // (middle) bottom back
- c[] = new Vector3(, mtop, ); // (middle) top (middle)
- // add position offset for all corners (move tetrahedron)
- for (Int16 i = ; i <= ; i++)
- c[i] += position;
- // create bottom
- manObTetra.Begin("floor", OperationType.TriangleList);
- manObTetra.Position(c[]);
- manObTetra.Color(ColorEx.Red);
- manObTetra.Position(c[]);
- manObTetra.Position(c[]);
- manObTetra.Triangle(, , );
- manObTetra.End();
- // create right back side
- manObTetra.Begin("edm/floor", OperationType.TriangleList);
- manObTetra.Position(c[]);
- manObTetra.Color(ColorEx.Green);
- manObTetra.Position(c[]);
- manObTetra.Position(c[]);
- manObTetra.Triangle(, , );
- manObTetra.End();
- // create left back side
- manObTetra.Begin("edm/floor", OperationType.TriangleList);
- manObTetra.Position(c[]);
- manObTetra.Color(ColorEx.Green);
- manObTetra.Position(c[]);
- manObTetra.Color(ColorEx.Red);
- manObTetra.Position(c[]);
- manObTetra.Color(ColorEx.Blue);
- manObTetra.Triangle(, , );
- manObTetra.End();
- // create front side
- manObTetra.Begin("BaseWhiteNoLighting", OperationType.TriangleList);
- manObTetra.Color(ColorEx.White);
- manObTetra.Position(c[]);
- manObTetra.Position(c[]);
- manObTetra.Position(c[]);
- manObTetra.Triangle(, , );
- manObTetra.End();
- return manObTetra;
- }
Tetrahedron ManualObject
这段代码也是我发现ManualObject里的颜色不能用的BUG的代码.我们从ManualObject里的代码来看一些注意事项,ManualObject是从Begin()方法调用后,根据第一个顶点到第二个顶点来生成顶点元素组成部分的.简单来说:
1.调用Begin方法后,需要最先调用Position方法,在第一个Position调用前如调用Color,Normal会引起元素实际与声明的组成部分对应不上.
2.在第一个Position和第二个Position之间出现的元素是这个缓冲区顶点的声明组成部分,如在第一个与第二个只出现了Color,那么你在第二个Position后声明Normal是无效的.
3.这个倒是OpenGL里的状态机有点像,在第一个Position与第二个Position调用Color,Normal这些后,不需要在第二个Position之后每次调用,如果调用,color,normal会采用新的值,直接看代码里的TempVertex类型tempVertex属性每次调用Position,Color,Normal就知道原因了.
下面放出上面代码生成效果图:
下面再给出一个立方体生成的ManualObject,和上面有些区别,大致就这二种写法.
- public static ManualObject CreateCube(Vector3 center, float length, bool bLine = false)
- {
- string material = "BaseWhiteNoLighting";
- ManualObject manual = new ManualObject("manualCube");
- Vector3[] positions = new Vector3[]{
- center + new Vector3(length, length, length),
- center + new Vector3(-length, length, length),
- center + new Vector3(-length, -length, length),
- center + new Vector3(length, -length, length),
- center + new Vector3(length, length, -length),
- center + new Vector3(-length, length, -length),
- center + new Vector3(-length, -length, -length),
- center + new Vector3(length, -length, -length)
- };
- ushort[] indexs = new ushort[]{
- ,,,,,,
- ,,,,,,
- ,,,,,,
- ,,,,,,
- ,,,,,,
- ,,,,,
- };
- if (bLine)
- manual.Begin(material, OperationType.LineList);
- else
- manual.Begin(material, OperationType.TriangleList);
- for (int i = ; i < positions.Length; i++)
- {
- manual.Position(positions[i]);
- }
- for (int i = ; i < indexs.Length; i++)
- {
- manual.Index(indexs[i]);
- }
- manual.End();
- return manual;
- }
ManualObject Cube
注意要让三角形与线同一顶点索引,每六个顶点索引中间二个是相同的,这样不生成线,但是三角形能正常生成,注意Ogre里也是逆时针.效果图就不发了.大家一看就知道是啥样的.
其实ManualObject与Mesh的区别不大,都是保存顶点状态与索引,ManualObject也有方法直接ConvertToMesh直接转为Mesh.不过要注意,ManualObject继承MovableObject,可以直接挂接到Node下,而Mesh只是一种资源,需要先以Entity为载体,再挂接到Node下,不过这样也使得Mesh更复杂,能完成与承载的功能也更多.
下面我们用Mesh来自定义一个模型,这个模型用来演示一个立方坐标轴,其中,XY与YZ可以用来展示,可以放入不同的材质,而XZ用来演示3D波动数据,这里我们用Cg加三维噪声来模拟,如这过程(柏林噪声实践(二) 水与火,顶点纹理拾取),最后大致效果如下:
图2:
代码分二部分,一部分是坐标轴的建立,这个主要是用到Mesh,一部分是每桢活动的数据,这个部分就用到Cg着色器代码,记的添加Cg着色器解析的插件。
下面是如何构建整个坐标轴的代码:
- public class Axis3D
- {
- public Mesh Self { get; set; }
- public Vector3 range;
- public Axis3D(string name, Vector3 range)
- {
- this.range = range;
- Mesh mesh = MeshManager.Instance.CreateManual(name, "General", null);
- float arrow1 = 30.0f;
- float arrow2 = 20.0f;
- float arrow3 = 3.0f;
- var vertices = new float[]{
- 0.0f,0.0f,0.0f,//Origin
- range.x,0.0f,0.0f,//x
- 0.0f,range.y,0.0f,//y
- 0.0f,0.0f,range.z,//z
- range.x,range.y,0.0f,//xy plane
- range.x,0.0f,range.z,//xz plane
- 0.0f,range.y,range.z,//yz plane
- range.x,range.y,range.z,//origin offest
- range.x+arrow1,0.0f,0.0f,
- range.x+arrow2,0.0f,-arrow3,
- range.x+arrow2,0.0f,arrow3,
- 0.0f,range.y+arrow1,0.0f,
- -arrow3,range.y+arrow2,arrow3,
- arrow3,range.y+arrow2,-arrow3,
- 0.0f,0.0f,range.z + arrow1,
- arrow3,0.0f,range.z+arrow2,
- -arrow3,0.0f,range.z+arrow2
- };
- mesh.SharedVertexData = new VertexData();
- mesh.SharedVertexData.vertexCount = ;
- var decl = mesh.SharedVertexData.vertexDeclaration;
- decl.AddElement(, , VertexElementType.Float3, VertexElementSemantic.Position);
- var vbuf = HardwareBufferManager.Instance.CreateVertexBuffer(decl.Clone(),
- mesh.SharedVertexData.vertexCount, BufferUsage.StaticWriteOnly);
- vbuf.WriteData(, vbuf.Size, vertices, true);
- mesh.SharedVertexData.vertexBufferBinding.SetBinding(, vbuf);
- SubMesh subMeshAxes = mesh.CreateSubMesh("axes");
- short[] indexs = new short[]{
- ,,
- ,,
- ,,
- };
- HardwareIndexBuffer ibuf = HardwareBufferManager.Instance.CreateIndexBuffer(IndexType.Size16, indexs.Length, BufferUsage.StaticWriteOnly);
- ibuf.WriteData(, ibuf.Size, indexs, true);
- subMeshAxes.useSharedVertices = true;
- subMeshAxes.indexData.indexBuffer = ibuf;
- subMeshAxes.indexData.indexCount = indexs.Length;
- subMeshAxes.indexData.indexStart = ;
- subMeshAxes.OperationType = OperationType.LineList;
- SubMesh subMeshArrow = mesh.CreateSubMesh("arrow");
- indexs = new short[]{
- ,,,
- ,,,
- ,,
- };
- ibuf = HardwareBufferManager.Instance.CreateIndexBuffer(IndexType.Size16, indexs.Length, BufferUsage.StaticWriteOnly);
- ibuf.WriteData(, ibuf.Size, indexs, true);
- subMeshArrow.useSharedVertices = true;
- subMeshArrow.indexData.indexBuffer = ibuf;
- subMeshArrow.indexData.indexCount = indexs.Length;
- subMeshArrow.indexData.indexStart = ;
- subMeshArrow.OperationType = OperationType.TriangleList;
- SubMesh subMeshPlaneXY = mesh.CreateSubMesh("planeXY");
- CreatePlaneXY(subMeshPlaneXY);
- SubMesh subMeshPlaneYZ = mesh.CreateSubMesh("planeYZ");
- CreatePlaneYZ(subMeshPlaneYZ);
- SubMesh subMeshPlaneXZ = mesh.CreateSubMesh("planeXZ");
- CreateRenderPlane(subMeshPlaneXZ);
- mesh.BoundingBox = new AxisAlignedBox(Vector3.Zero, range);
- mesh.BoundingSphereRadius = range.Length;
- mesh.Load();
- Self = mesh;
- }
- private void CreateAxis(SubMesh subMesh)
- {
- subMesh.useSharedVertices = false;
- subMesh.vertexData = new VertexData();
- }
- private void CreatePlaneXY(SubMesh subMesh)
- {
- int verticeLong = ;
- var vertices = new float[]{
- 0.0f,0.0f,0.0f,//Origin
- 0.0f,0.0f,
- range.x,0.0f,0.0f,//x
- 1.0f,0.0f,
- 0.0f,range.y,0.0f,//y
- 0.0f,1.0f,
- range.x,range.y,0.0f,//xy plane
- 1.0f,1.0f,
- };
- subMesh.useSharedVertices = false;
- subMesh.vertexData = new VertexData();
- subMesh.vertexData.vertexCount = verticeLong;
- var decl = subMesh.vertexData.vertexDeclaration;
- decl.AddElement(, , VertexElementType.Float3, VertexElementSemantic.Position);
- decl.AddElement(, VertexElement.GetTypeSize(VertexElementType.Float3), VertexElementType.Float2, VertexElementSemantic.TexCoords, );
- var buf = HardwareBufferManager.Instance.CreateVertexBuffer(decl.Clone(), verticeLong, BufferUsage.StaticWriteOnly);
- buf.WriteData(, buf.Size, vertices);
- subMesh.vertexData.vertexBufferBinding.SetBinding(, buf);
- var indexs = new short[]{
- ,,,
- ,,
- };
- var ibuf = HardwareBufferManager.Instance.CreateIndexBuffer(IndexType.Size16, indexs.Length, BufferUsage.StaticWriteOnly);
- ibuf.WriteData(, ibuf.Size, indexs, true);
- subMesh.indexData.indexBuffer = ibuf;
- subMesh.indexData.indexCount = indexs.Length;
- subMesh.indexData.indexStart = ;
- subMesh.OperationType = OperationType.TriangleList;
- subMesh.MaterialName = "axis3D/xy";
- }
- private void CreatePlaneYZ(SubMesh subMesh)
- {
- int verticeLong = ;
- var vertices = new float[]{
- 0.0f,0.0f,0.0f,//Origin
- 0.0f,0.0f,
- 0.0f,range.y,0.0f,//y
- 0.0f,1.0f,
- 0.0f,0.0f,range.z,//z
- 1.0f,0.0f,
- 0.0f,range.y,range.z,//yz plane
- 1.0f,1.0f,
- };
- subMesh.useSharedVertices = false;
- subMesh.vertexData = new VertexData();
- subMesh.vertexData.vertexCount = verticeLong;
- var decl = subMesh.vertexData.vertexDeclaration;
- decl.AddElement(, , VertexElementType.Float3, VertexElementSemantic.Position);
- decl.AddElement(, VertexElement.GetTypeSize(VertexElementType.Float3), VertexElementType.Float2, VertexElementSemantic.TexCoords, );
- var buf = HardwareBufferManager.Instance.CreateVertexBuffer(decl.Clone(), verticeLong, BufferUsage.StaticWriteOnly);
- buf.WriteData(, buf.Size, vertices);
- subMesh.vertexData.vertexBufferBinding.SetBinding(, buf);
- var indexs = new short[]{
- ,,,
- ,,
- };
- var ibuf = HardwareBufferManager.Instance.CreateIndexBuffer(IndexType.Size16, indexs.Length, BufferUsage.StaticWriteOnly);
- ibuf.WriteData(, ibuf.Size, indexs, true);
- subMesh.indexData.indexBuffer = ibuf;
- subMesh.indexData.indexCount = indexs.Length;
- subMesh.indexData.indexStart = ;
- subMesh.OperationType = OperationType.TriangleList;
- subMesh.MaterialName = "axis3D/yz";
- }
- public void Rendering(float delt)
- {
- }
- public void CreateRenderPlane(SubMesh subMesh)
- {
- var xc = 5.0f;
- var yc = 5.0f;
- var xr = (int)(range.x/xc) - ;
- var yr = (int)(range.z/yc) - ;
- var halfx = 0.0f;// xr * xc * 0.5f;
- var halfy = 0.0f;// yr * yc * 0.5f;
- var length = (xr + ) * (yr + ) * ;
- float[] vertices = new float[length];
- int index = ;
- for (int j = ; j <= yr; j++)
- {
- for (int i = ; i <= xr; i++)
- {
- vertices[index++] = xc * i - halfx;
- vertices[index++] = 0.0f;
- vertices[index++] = yc * j - halfy;
- //vertices[index++] = 0.3f;
- //vertices[index++] = 0.3f;
- //vertices[index++] = 0.3f;
- }
- }
- length = xr * yr * ;
- int[] indexs = new int[length];
- index = ;
- for (int j = ; j < yr; j++)
- {
- for (int i = ; i < xr; i++)
- {
- indexs[index++] = (j + ) * (xr + ) + i;
- indexs[index++] = (j + ) * (xr + ) + i;
- indexs[index++] = (j + ) * (xr + ) + i + ;
- indexs[index++] = (j + ) * (xr + ) + i + ;
- indexs[index++] = (j + ) * (xr + ) + i;
- indexs[index++] = (j + ) * (xr + ) + i + ;
- }
- }
- subMesh.useSharedVertices = false;
- subMesh.vertexData = new VertexData();
- subMesh.vertexData.vertexCount = (xr + ) * (yr + );
- var decl = subMesh.vertexData.vertexDeclaration;
- decl.AddElement(, , VertexElementType.Float3, VertexElementSemantic.Position);
- //decl.AddElement(0, VertexElement.GetTypeSize(VertexElementType.Float3), VertexElementType.Float3, VertexElementSemantic., 0);
- var buf = HardwareBufferManager.Instance.CreateVertexBuffer(decl.Clone(), subMesh.vertexData.vertexCount, BufferUsage.StaticWriteOnly);
- buf.WriteData(, buf.Size, vertices);
- subMesh.vertexData.vertexBufferBinding.SetBinding(, buf);
- var ibuf = HardwareBufferManager.Instance.CreateIndexBuffer(IndexType.Size32, indexs.Length, BufferUsage.StaticWriteOnly);
- ibuf.WriteData(, ibuf.Size, indexs, true);
- subMesh.indexData.indexBuffer = ibuf;
- subMesh.indexData.indexCount = indexs.Length;
- subMesh.indexData.indexStart = ;
- subMesh.OperationType = OperationType.TriangleList;
- subMesh.MaterialName = "noise3D";
- }
- //private void
- }
Axis3D Mesh
我们就简化轴,只用一条线和一个三角形来表示,XY与YZ面需要不同的材质,我们各分一个SubMesh更好化分。注意Mesh可以申请顶点缓冲区(所有SubMesh可以直接用这个顶点缓冲缓冲区),但是没有索引缓冲区,意思就是Mesh本身不负责绘制元素,需要SubMesh绘制。而SubMesh由useSharedVertices确认是由采用SubMesh的索引缓冲区。这样做兼容性还是不错的,至少我想到一些文件格式都可以转化成Mesh这种结构。
在这个坐标轴了,Mesh建立了公共顶点,三条线和三个三角形都用到这个公共顶点。其中顶点缓冲区Ogre直接封装的是DX的那些类,申明VertexDeclaration与对应的VectexElement表明顶点元素的组成,前面的ManualObject在第一个Position与第二个Position之间申请的Color,Normal一样是这个过程,只是根据调用的方法,自动创建的VectexElement。而SubMesh如果表明直接用的是公共顶点,则只需要声明索引缓冲区就行了,申明索引缓冲区因为不需要指明顶点的构成元素,只需要说明是用32位字节还是16位字节,再对一些元素,如用法,连接模式行了。
至于建立XY,YZ面,则没用公共顶点缓冲区,那就需要自己申请自己的顶点缓冲区和索引缓冲区,申请过程和上面一样,需要指定useSharedVertices用false,对应的SubMesh可以自己指定对应的MaterialName。
最后则是XZ面,这个面,我们用来建立一些点,然后用Cg着色器代码控制顶点位置的Y轴,如何坐标有平滑性的波动,我们用到Noise,详细请看(柏林噪声实践(二) 水与火,顶点纹理拾取),这里不多说了。
下面先给出对应的材质代码:
- // CG Vertex shader definition
- vertex_program noise3D_VS cg
- {
- source v4.cg
- entry_point main
- profiles vp40
- default_params
- {
- param_named_auto mvp worldviewproj_matrix
- param_named_auto time2 frame_time
- param_named_auto time1 time
- param_named_auto time3 time_0_x 10.0
- }
- }
- fragment_program noise3D_PS cg
- {
- source v4.cg
- entry_point fragmentShader
- profiles fp30
- }
- material noise3D
- {
- technique
- {
- pass
- {
- cull_hardware none
- vertex_program_ref noise3D_VS
- {
- //param_named_auto time custom 0
- }
- texture_unit
- {
- texture cloud.jpg
- }
- fragment_program_ref noise3D_PS
- {
- }
- texture_unit
- {
- texture cloud.jpg
- }
- }
- }
- }
Material Noise3D
Cg着色器代码:
- #define ONE 0.00390625
- #define ONEHALF 0.001953125
- float fade(float t) {
- //return t*t*(3.0-2.0*t); // Old fade
- return t*t*t*(t*(t*6.0-15.0)+10.0);
- // Improved fade
- }
- float noise(float3 P,sampler2D permTexture)
- {
- float3 Pi = ONE*floor(P)+ONEHALF;
- float3 Pf = P-floor(P);
- // Noise contributions from (x=0, y=0), z=0 and z=1
- float perm00 = tex2D(permTexture, Pi.xy).a ;
- float3 grad000 = tex2D(permTexture, float2(perm00, Pi.z)).rgb * 4.0 - 1.0;
- float n000 = dot(grad000, Pf);
- float3 grad001 = tex2D(permTexture, float2(perm00, Pi.z + ONE)).rgb * 4.0 - 1.0;
- float n001 = dot(grad001, Pf - float3(0.0, 0.0, 1.0));
- // Noise contributions from (x=0, y=1), z=0 and z=1
- float perm01 = tex2D(permTexture, Pi.xy + float2(0.0, ONE)).a ;
- float3 grad010 = tex2D(permTexture, float2(perm01, Pi.z)).rgb * 4.0 - 1.0;
- float n010 = dot(grad010, Pf - float3(0.0, 1.0, 0.0));
- float3 grad011 = tex2D(permTexture, float2(perm01, Pi.z + ONE)).rgb * 4.0 - 1.0;
- float n011 = dot(grad011, Pf - float3(0.0, 1.0, 1.0));
- // Noise contributions from (x=1, y=0), z=0 and z=1
- float perm10 = tex2D(permTexture, Pi.xy + float2(ONE, 0.0)).a ;
- float3 grad100 = tex2D(permTexture, float2(perm10, Pi.z)).rgb * 4.0 - 1.0;
- float n100 = dot(grad100, Pf - float3(1.0, 0.0, 0.0));
- float3 grad101 = tex2D(permTexture, float2(perm10, Pi.z + ONE)).rgb * 4.0 - 1.0;
- float n101 = dot(grad101, Pf - float3(1.0, 0.0, 1.0));
- // Noise contributions from (x=1, y=1), z=0 and z=1
- float perm11 = tex2D(permTexture, Pi.xy + float2(ONE, ONE)).a ;
- float3 grad110 = tex2D(permTexture, float2(perm11, Pi.z)).rgb * 4.0 - 1.0;
- float n110 = dot(grad110, Pf - float3(1.0, 1.0, 0.0));
- float3 grad111 = tex2D(permTexture, float2(perm11, Pi.z + ONE)).rgb * 4.0 - 1.0;
- float n111 = dot(grad111, Pf - float3(1.0, 1.0, 1.0));
- // Blend contributions along x
- float4 n_x = lerp(float4(n000, n001, n010, n011), float4(n100, n101, n110, n111), fade(Pf.x));
- // Blend contributions along y
- float2 n_xy = lerp(n_x.xy, n_x.zw, fade(Pf.y));
- // Blend contributions along z
- float n_xyz = lerp(n_xy.x, n_xy.y, fade(Pf.z));
- return n_xyz;
- }
- float turbulence(int octaves, float3 P, float lacunarity, float gain,sampler2D permTexture)
- {
- float sum = ;
- float scale = ;
- float totalgain = ;
- for(int i=;i<octaves;i++){
- sum += totalgain*noise(P*scale,permTexture);
- scale *= lacunarity;
- totalgain *= gain;
- }
- return abs(sum);
- }
- struct v_Output {
- float4 position : POSITION;
- //float pc : TEXCOORD0;
- float2 pc : TEXCOORD0;
- };
- v_Output main(float3 position : POSITION,
- uniform float4x4 mvp,
- uniform float time1,
- uniform float time2,
- uniform float time3,
- uniform sampler2D permTexture)
- {
- v_Output OUT;
- float time = time3 + time1 + time2 * ;
- float3 pf = float3(position.xz,time);
- //float ty = noise(pf,permTexture);
- //水
- //float ty = turbulence(4,pf,2,0.5,permTexture);
- //float yy = ty * 0.5 + 0.5;
- //火
- float ty = turbulence(,pf,0.6,,permTexture);
- float yy = ty * 0.5;
- float4 pos = float4(position.x,yy,position.z,);
- OUT.pc = float2(position.x*0.01,position.z*0.01);
- //float4 pos = float4(position.x,50,position.z,1);
- OUT.position = mul(mvp,pos);
- //OUT.pc = yy;
- return OUT;
- }
- struct f_Output {
- float4 color : COLOR;
- };
- f_Output fragmentShader(v_Output vin,uniform sampler2D texture)
- {
- f_Output OUT;
- OUT.color = tex2D(texture, vin.pc);
- OUT.color = OUT.color + float4(0.1,0.1,0.1,0.1);
- return OUT;
- }
Cg Noise3
这里简单说明一下材质代码,相关着色器代码具体意思大家移步前面链接。
在noise3D material中,vertex_program与fragment_program分别指定顶点和片断着色器,source指定相对路径的源文件代码位置,而entry_point指定当前着色器主函数,profiles指定硬件要求,因为我们用到纹理拾取,顶点着色器内纹理,所以在opengl下需要满足vp40才行,相关profiles对应硬件与说明请看Declaring Vertex/Geometry/Fragment Programs,vp40要求比较新的显卡。其中default_params相当于我们给着色器中uniform变量设定的初始值,param_named_auto指明由Ogre内部自动更新,详情请看Using Vertex/Geometry/Fragment Programs in a Pass。大家对应一下顶点着色器中的default_params参数与Cg里的代码,就能看明白是怎么个意思,Ogre这一块封装的相当不错,用起来没有别扭的感觉,并且还非常方便与人性化。在对应的material,对应Pass里指明vertex_program_ref与fragment_program_ref与前面对应,其中着色器需要的纹理直接紧接着对应的着色器后添加texture_unit就行,个数对应上。
总的来说,这里主要测试自动创建一些简单模型与着色器代码的基本用法,都是比较基础的,也可以看出Ogre对于这里的处理还是相当不错,方便又容易理解。
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